mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-10 07:22:06 +00:00
2061 lines
46 KiB
C++
2061 lines
46 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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float modelindex_eyes, modelindex_player, modelindex_hammer;
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/*
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=============================================================================
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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float intermission_running;
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float intermission_exittime;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() info_intermission =
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{
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};
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void() SetChangeParms =
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{
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if (self.health <= 0 || deathmatch)
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{
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SetNewParms ();
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return;
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}
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//JIM
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// remove items
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD ) );
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//MED
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self.items2 = self.items2 - (self.items2 &
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(HIP_IT_WETSUIT | HIP_IT_EMPATHY_SHIELDS ) );
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//MED
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self.gravity = 1.0;
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// cap super health
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if (self.health > self.max_health)
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self.health = self.max_health;
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if (self.health < self.max_health / 2)
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self.health = self.max_health / 2;
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parm1 = self.items;
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parm2 = self.health;
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parm3 = self.armorvalue;
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if (self.ammo_shells < 25)
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parm4 = 25;
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else
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parm4 = self.ammo_shells;
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parm5 = self.ammo_nails;
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parm6 = self.ammo_rockets;
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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};
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void() SetNewParms =
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{
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parm1 = IT_SHOTGUN | IT_AXE;
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if (skill == 3 && !deathmatch)
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parm2 = 50;
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else
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parm2 = 100;
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parm3 = 0;
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parm4 = 25;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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};
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void() DecodeLevelParms =
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{
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//HIPNOTIC
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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if (world.model == "maps/hip1m1.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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if (world.model == "maps/hip2m1.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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if (world.model == "maps/hip3m1.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity() FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot)
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{ // pick a random one
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cyc = random() * 4;
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while (cyc > 1)
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{
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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};
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string nextmap;
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void() GotoNextMap =
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{
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if (cvar("samelevel")) // if samelevel is set, stay on same level
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changelevel (mapname);
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else
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changelevel (nextmap);
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};
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void() finale_transition =
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{
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if (!coop) {
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localcmd("menu_credits\n");
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localcmd("disconnect\n");
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} else {
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changelevel("start");
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}
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}
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void() finale_check =
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{
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if (finaleFinished()) {
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self.nextthink = time + 5;
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self.think = finale_transition;
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} else {
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self.nextthink = time + 0.1;
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}
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}
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void() ExitIntermission =
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{
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// skip any text in deathmatch
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if (deathmatch)
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{
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GotoNextMap ();
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return;
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}
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intermission_exittime = time + 1;
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intermission_running = intermission_running + 1;
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//
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// run some text if at the end of an episode
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//
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if (intermission_running == 2)
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{
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if (world.model == "maps/e1m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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if (!cvar("registered"))
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e1_shareware");
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}
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else
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e1");
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}
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return;
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}
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else if (world.model == "maps/e2m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e2");
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return;
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}
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else if (world.model == "maps/e3m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e3");
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return;
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}
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else if (world.model == "maps/e4m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e4");
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return;
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}
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//HIPNOTIC
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if (world.model == "maps/hip1m4.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 6);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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/*
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**************************************
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Deep within the bowels of the
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Research Facility, you discover the
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passage that the followers of Quake
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have used to enter our world.
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The bastards used some type of
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gigantic teleporter to overload
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one of our own slipgates! As long as
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this portal exists, Earth will never
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be safe from Quake's cruel minions.
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If you can find the source of the
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portal's power, you can shut it
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down--possibly forever! With only a
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moment's consideration for your own
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safety, you re-enter the dark domain,
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knowing Hell would be a better fate
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than experiencing the reign of Quake.
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*/
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WriteString (MSG_ALL, "$qc_finale_hip1" );
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//WriteString (MSG_ALL, "If you can find the source of the\nportal's power, you can shut it\ndown--possibly forever! With only a\nmoment's consideration for your own\nsafety, you re-enter the dark domain,\nknowing Hell would be a better fate\nthan experiencing the reign of Quake." );
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return;
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}
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else if (world.model == "maps/hip2m5.bsp")
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{
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/*
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**************************************
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After destroying the power generator,
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you pass beyond the gate of Mortum's
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Keep. A wave of nausea suddenly flows
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over you and you find yourself cast
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out into a liquid void. You float
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lifelessly, yet aware, in a lavender
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sea of energy.
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After what seems like an eternity,
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you feel the presence of a diabolical
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intelligence. You are held helpless
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for a moment as your mind is open to
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that of Armagon--Quake's General and
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master of this realm. Recognizing
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you as the one who foiled his
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attempt to conquer Earth, a hellish
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howl fills your mind and blots out
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all consciousness. When you awake,
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you find yourself on the shores of
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reality, but in a time and place
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unknown to you.
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*/
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 6);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_hip2" );
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//WriteString (MSG_ALL, "After what seems like an eternity,\nyou feel the presence of a diabolical\nintelligence. You are held helpless\nfor a moment as your mind is open to\nthat of Armagon--Quake's General and\nmaster of this realm. Recognizing\nyou as the one who foiled his\nattempts to conquer Earth, a hellish\nhowl fills your mind and blots out\nall consciousness. When you awake,\nyou find yourself on the shores of\nreality, but in a time and place\nunknown to you." );
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return;
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}
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else if (world.model == "maps/hipend.bsp")
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{
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/*
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**************************************
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After the last echoes of Armagon's
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death yell fade away, you breathe a
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heavy sigh of relief. With the loss
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of his magic, Armagon's fortress
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begins to collapse. The rift he
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created to send his grisly troops
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through time slowly closes and seals
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itself forever. In the chaos that
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ensues, a wall collapses, revealing
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one remaining time portal. With your
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chances to escape rapidly growing
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slim, you race for the portal,
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mindless of your destination. In a
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flash of light, you find yourself
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back at Command HQ, safe and sound.
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Congratulations! You are victorious!
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The minions of Quake have once again
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fallen before your mighty hand.
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Is this the last you will see of
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Quake's hellions?
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Only time will tell...
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*/
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_hipend" );
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//WriteString (MSG_ALL, "Congratulations! You are victorious!\nThe minions of Quake have once again\nfallen before your mighty hand.\nIs this the last you will see of\nQuake's hellions?\n\nOnly time will tell..." );
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//intermission_exittime = time + 10000000; // never allow exit
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if (campaign && world.model == "maps/hipend.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND");
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if (skill == 3)
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_HIPEND_NIGHTMARE");
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}
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}
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return;
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}
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GotoNextMap();
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}
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if (intermission_running == 3)
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{
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if (!cvar("registered"))
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{ // shareware episode has been completed, go to sell screen
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WriteByte (MSG_ALL, SVC_SELLSCREEN);
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return;
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}
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if ( (serverflags&15) == 15)
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_all_runes");
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return;
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}
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//HIPNOTIC
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if (world.model == "maps/hip1m4.bsp")
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_hip1m4" );
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return;
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}
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else if (world.model == "maps/hip2m5.bsp")
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_hip2m5" );
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return;
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}
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else if (world.model == "maps/hipend.bsp")
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_hipend2" );
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intermission_exittime = time + 10000000; // never allow exit
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// instead of sitting here forever, run the quake ex credits and send the user back to start
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local entity timer = spawn();
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timer.nextthink = time + 1;
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timer.think = finale_check;
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return;
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}
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}
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GotoNextMap();
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void() IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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ExitIntermission ();
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};
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void() execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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if (deathmatch)
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intermission_exittime = time + 5;
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else
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intermission_exittime = time + 2;
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 9);
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WriteByte (MSG_ALL, 3);
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pos = FindIntermission ();
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other = find (world, classname, "player");
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while (other != world)
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{
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other.view_ofs = '0 0 0';
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other.angles = other.v_angle = pos.mangle;
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other.fixangle = TRUE; // turn this way immediately
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other.nextthink = time + 0.5;
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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setorigin (other, pos.origin);
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other = find (other, classname, "player");
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}
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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if (campaign && world.model == "maps/hip1m4.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_HIP1M4");
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}
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else if (campaign && world.model == "maps/hip2m5.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_HIP2M5");
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}
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if (world.model == "maps/hip1m2.bsp" && nextmap == "hip1m5")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_HIP1M5");
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}
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else if (world.model == "maps/hip2m1.bsp" && nextmap == "hip2m6")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_HIP2M6");
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}
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else if (world.model == "maps/hip3m3.bsp" && nextmap == "hipdm1")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_HIPDM1");
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}
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};
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void() changelevel_touch =
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{
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local entity pos;
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if (other.classname != "player")
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return;
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if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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{
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T_Damage (other, self, self, 50000);
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return;
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}
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if (coop || deathmatch)
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{
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bprint("$qc_exited", other.netname);
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}
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nextmap = self.map;
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SUB_UseTargets ();
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if ( (self.spawnflags & 1) && (deathmatch == 0) )
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{ // NO_INTERMISSION
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GotoNextMap();
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return;
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}
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self.touch = SUB_Null;
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|
|
// we can't move people right now, because touch functions are called
|
|
// in the middle of C movement code, so set a think time to do it
|
|
self.think = execute_changelevel;
|
|
self.nextthink = time + 0.1;
|
|
};
|
|
|
|
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
|
|
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
|
|
*/
|
|
void() trigger_changelevel =
|
|
{
|
|
if (!self.map)
|
|
objerror ("chagnelevel trigger doesn't have map");
|
|
|
|
InitTrigger ();
|
|
self.touch = changelevel_touch;
|
|
};
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER GAME EDGE FUNCTIONS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
void() set_suicide_frame;
|
|
|
|
// called by ClientKill and DeadThink
|
|
void() respawn =
|
|
{
|
|
if (coop)
|
|
{
|
|
// make a copy of the dead body for appearances sake
|
|
CopyToBodyQue (self);
|
|
// get the spawn parms as they were at level start
|
|
setspawnparms (self);
|
|
// respawn
|
|
PutClientInServer ();
|
|
}
|
|
else if (deathmatch)
|
|
{
|
|
// make a copy of the dead body for appearances sake
|
|
CopyToBodyQue (self);
|
|
// set default spawn parms
|
|
SetNewParms ();
|
|
// respawn
|
|
PutClientInServer ();
|
|
}
|
|
else
|
|
{ // restart the entire server
|
|
cvar_set("campaign", ftos(campaign));
|
|
localcmd ("restart\n");
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
ClientKill
|
|
|
|
Player entered the suicide command
|
|
============
|
|
*/
|
|
void() ClientKill =
|
|
{
|
|
bprint("$qc_suicides", self.netname);
|
|
set_suicide_frame ();
|
|
self.modelindex = modelindex_player;
|
|
self.frags = self.frags - 2; // extra penalty
|
|
respawn ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
PlayerVisibleToSpawnPoint
|
|
|
|
Returns true if player can see this point
|
|
============
|
|
*/
|
|
float PlayerVisibleToSpawnPoint( entity point ) {
|
|
local vector spot1, spot2;
|
|
local entity player = find( world, classname, "player" );
|
|
while ( player ) {
|
|
if ( player.health > 0 ) {
|
|
spot1 = point.origin + player.view_ofs;
|
|
spot2 = player.origin + player.view_ofs;
|
|
|
|
traceline( spot1, spot2, TRUE, point );
|
|
if ( trace_fraction >= 1.0f ) {
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
player = find( player, classname, "player" );
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
float IDEAL_DIST_FROM_DM_SPAWN_POINT = 384;
|
|
float MIN_DIST_FROM_DM_SPAWN_POINT = 84;
|
|
|
|
/*
|
|
============
|
|
SelectSpawnPoint
|
|
|
|
Returns the entity to spawn at
|
|
============
|
|
*/
|
|
entity SelectSpawnPoint(float forceSpawn) {
|
|
local entity spot, thing;
|
|
local float numspots, totalspots;
|
|
local float pcount;
|
|
local entity spots;
|
|
|
|
numspots = 0;
|
|
totalspots = 0;
|
|
|
|
// testinfo_player_start is only found in regioned levels
|
|
spot = find( world, classname, "testplayerstart" );
|
|
if ( spot )
|
|
return spot;
|
|
|
|
// choose a info_player_deathmatch point
|
|
if ( coop ) {
|
|
lastspawn = find( lastspawn, classname, "info_player_coop" );
|
|
|
|
if ( lastspawn == world ) {
|
|
lastspawn = find( lastspawn, classname, "info_player_start" );
|
|
}
|
|
|
|
if ( lastspawn != world ) {
|
|
return lastspawn;
|
|
}
|
|
} else if ( deathmatch ) {
|
|
|
|
// find all spots that don't have visible players nearby
|
|
spots = world;
|
|
spot = find( world, classname, "info_player_deathmatch" );
|
|
|
|
while( spot ) {
|
|
totalspots = totalspots + 1;
|
|
|
|
thing = findradius( spot.origin, IDEAL_DIST_FROM_DM_SPAWN_POINT );
|
|
pcount = 0;
|
|
|
|
while( thing ) {
|
|
if ( thing.classname == "player" && thing.health > 0 ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
|
|
thing = thing.chain;
|
|
}
|
|
|
|
if ( pcount == 0 ) {
|
|
if ( PlayerVisibleToSpawnPoint( spot ) ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
}
|
|
|
|
if ( pcount == 0 ) { // good spot!
|
|
spot.goalentity = spots;
|
|
spots = spot;
|
|
numspots = numspots + 1;
|
|
}
|
|
|
|
// Get the next spot in the chain
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
|
|
totalspots = totalspots - 1;
|
|
|
|
// on small maps with few spawn points, our "ideal" spawn conditions may not be possible to meet
|
|
// so fallback to just trying to pick a point without a player on top of it, so we don't start
|
|
// a spawn frag loop
|
|
if ( numspots == 0 ) {
|
|
spot = find( world, classname, "info_player_deathmatch" );
|
|
|
|
while( spot ) {
|
|
thing = findradius( spot.origin, MIN_DIST_FROM_DM_SPAWN_POINT );
|
|
pcount = 0;
|
|
|
|
while( thing ) {
|
|
if ( thing.classname == "player" && thing.health > 0 ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
|
|
thing = thing.chain;
|
|
}
|
|
|
|
if ( pcount == 0 ) { // good spot!
|
|
spot.goalentity = spots;
|
|
spots = spot;
|
|
numspots = numspots + 1;
|
|
}
|
|
|
|
// Get the next spot in the chain
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
}
|
|
|
|
// uncomment to force a deferred spawn
|
|
// if (forceSpawn == FALSE) return world;
|
|
|
|
if ( !numspots ) {
|
|
if (forceSpawn == FALSE) {
|
|
return world;
|
|
}
|
|
|
|
// no spots available so just pick one at random
|
|
totalspots = rint( ( random() * totalspots ) );
|
|
spot = find( world, classname, "info_player_deathmatch" );
|
|
|
|
while( totalspots > 0 ) {
|
|
totalspots = totalspots - 1;
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
return spot;
|
|
}
|
|
|
|
// Generate a random number between 1 and numspots
|
|
numspots = numspots - 1;
|
|
|
|
numspots = rint( ( random() * numspots ) );
|
|
|
|
spot = spots;
|
|
while( numspots > 0 ) {
|
|
spot = spot.goalentity;
|
|
numspots = numspots - 1;
|
|
}
|
|
|
|
return spot;
|
|
}
|
|
|
|
if ( serverflags ) { // return with a rune to start
|
|
spot = find( world, classname, "info_player_start2" );
|
|
|
|
if ( spot ) {
|
|
return spot;
|
|
}
|
|
}
|
|
|
|
spot = find( world, classname, "info_player_start" );
|
|
|
|
if ( !spot ) {
|
|
error( "PutClientInServer: no info_player_start on level" );
|
|
}
|
|
|
|
return spot;
|
|
};
|
|
|
|
/*
|
|
===========
|
|
PutClientInServer
|
|
|
|
called each time a player is spawned
|
|
============
|
|
*/
|
|
void() DecodeLevelParms;
|
|
void() PlayerDie;
|
|
|
|
|
|
void() PutClientInServer =
|
|
{
|
|
local entity spot;
|
|
|
|
spot = SelectSpawnPoint ();
|
|
|
|
self.classname = "player";
|
|
if (skill == 3 && !deathmatch)
|
|
self.health = 50;
|
|
else
|
|
self.health = 100;
|
|
self.takedamage = DAMAGE_AIM;
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_WALK;
|
|
self.show_hostile = 0;
|
|
if (skill == 3 && !deathmatch)
|
|
self.max_health = 50;
|
|
else
|
|
self.max_health = 100;
|
|
self.flags = FL_CLIENT;
|
|
self.air_finished = time + 12;
|
|
self.dmg = 2; // initial water damage
|
|
self.super_damage_finished = 0;
|
|
self.radsuit_finished = 0;
|
|
self.invisible_finished = 0;
|
|
self.invincible_finished = 0;
|
|
self.effects = 0;
|
|
self.invincible_time = 0;
|
|
//JIM
|
|
self.wetsuit_finished = 0;
|
|
//MED
|
|
self.empathy_finished = 0;
|
|
//MED
|
|
self.items2 = 0;
|
|
self.gravity = 1.0;
|
|
|
|
if ( coop ) {
|
|
self.team = TEAM_HUMANS;
|
|
}
|
|
|
|
DecodeLevelParms ();
|
|
|
|
W_SetCurrentAmmo ();
|
|
|
|
self.attack_finished = time;
|
|
self.th_pain = player_pain;
|
|
self.th_die = PlayerDie;
|
|
|
|
self.deadflag = DEAD_NO;
|
|
// paustime is set by teleporters to keep the player from moving a while
|
|
self.pausetime = 0;
|
|
|
|
// spot = SelectSpawnPoint ();
|
|
|
|
self.origin = spot.origin + '0 0 1';
|
|
self.angles = spot.angles;
|
|
self.fixangle = TRUE; // turn this way immediately
|
|
|
|
//JIM
|
|
// Clear out velocity so you're not launched into the air
|
|
// when you respawn.
|
|
self.velocity = '0 0 0';
|
|
|
|
// oh, this is a hack!
|
|
setmodel (self, "progs/playham.mdl");
|
|
modelindex_hammer = self.modelindex;
|
|
|
|
setmodel (self, "progs/eyes.mdl");
|
|
modelindex_eyes = self.modelindex;
|
|
|
|
setmodel (self, "progs/player.mdl");
|
|
modelindex_player = self.modelindex;
|
|
|
|
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
self.view_ofs = '0 0 22';
|
|
|
|
player_stand1 ();
|
|
|
|
if (deathmatch || coop)
|
|
{
|
|
makevectors(self.angles);
|
|
spawn_tfog (self.origin + v_forward*20);
|
|
}
|
|
|
|
spawn_tdeath (self.origin, self);
|
|
|
|
stuffcmd(self, "-attack\n"); // prevent shooting after respawning
|
|
};
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
QUAKED FUNCTIONS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
|
|
The normal starting point for a level.
|
|
*/
|
|
void() info_player_start =
|
|
{
|
|
};
|
|
|
|
|
|
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
|
|
Only used on start map for the return point from an episode.
|
|
*/
|
|
void() info_player_start2 =
|
|
{
|
|
};
|
|
|
|
|
|
/*
|
|
saved out by quaked in region mode
|
|
*/
|
|
void() testplayerstart =
|
|
{
|
|
};
|
|
|
|
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
|
|
potential spawning position for deathmatch games
|
|
*/
|
|
void() info_player_deathmatch =
|
|
{
|
|
};
|
|
|
|
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
|
|
potential spawning position for coop games
|
|
*/
|
|
void() info_player_coop =
|
|
{
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
RULES
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
go to the next level for deathmatch
|
|
only called if a time or frag limit has expired
|
|
*/
|
|
void() NextLevel =
|
|
{
|
|
local entity o;
|
|
|
|
//HIPNOTIC
|
|
//Commented out so that timelimit and fraglimit work on start map
|
|
/*
|
|
if (mapname == "start")
|
|
{
|
|
if (!cvar("registered"))
|
|
{
|
|
mapname = "e1m1";
|
|
}
|
|
else if (!(serverflags & 1))
|
|
{
|
|
mapname = "e1m1";
|
|
serverflags = serverflags | 1;
|
|
}
|
|
else if (!(serverflags & 2))
|
|
{
|
|
mapname = "e2m1";
|
|
serverflags = serverflags | 2;
|
|
}
|
|
else if (!(serverflags & 4))
|
|
{
|
|
mapname = "e3m1";
|
|
serverflags = serverflags | 4;
|
|
}
|
|
else if (!(serverflags & 8))
|
|
{
|
|
mapname = "e4m1";
|
|
serverflags = serverflags - 7;
|
|
}
|
|
|
|
o = spawn();
|
|
o.map = mapname;
|
|
}
|
|
else
|
|
{
|
|
*/
|
|
// find a trigger changelevel
|
|
o = find(world, classname, "trigger_changelevel");
|
|
|
|
// go back to start if no trigger_changelevel
|
|
if (!o)
|
|
{
|
|
mapname = "start";
|
|
o = spawn();
|
|
o.map = mapname;
|
|
}
|
|
// }
|
|
|
|
nextmap = o.map;
|
|
gameover = TRUE;
|
|
|
|
if (o.nextthink < time)
|
|
{
|
|
o.think = execute_changelevel;
|
|
o.nextthink = time + 0.1;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheckRules
|
|
|
|
Exit deathmatch games upon conditions
|
|
============
|
|
*/
|
|
void() CheckRules =
|
|
{
|
|
local float timelimit;
|
|
local float fraglimit;
|
|
|
|
if (gameover) // someone else quit the game already
|
|
return;
|
|
|
|
timelimit = cvar("timelimit") * 60;
|
|
fraglimit = cvar("fraglimit");
|
|
|
|
if (timelimit && time >= timelimit)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
|
|
if (fraglimit && self.frags >= fraglimit)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() PlayerDeathThink =
|
|
{
|
|
local entity old_self;
|
|
local float forward;
|
|
|
|
if ((self.flags & FL_ONGROUND))
|
|
{
|
|
forward = vlen (self.velocity);
|
|
forward = forward - 20;
|
|
if (forward <= 0)
|
|
self.velocity = '0 0 0';
|
|
else
|
|
self.velocity = forward * normalize(self.velocity);
|
|
}
|
|
|
|
if (self.spawn_deferred)
|
|
{
|
|
local entity spot;
|
|
|
|
spot = SelectSpawnPoint(FALSE);
|
|
//dprint("time {} >= self.spawn_deferred {}\n", ftos(time), ftos(self.spawn_deferred));
|
|
if (spot != world || time >= self.spawn_deferred) {
|
|
respawn();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
// wait for all buttons released
|
|
if (self.deadflag == DEAD_DEAD)
|
|
{
|
|
if (self.button2 || self.button1 || self.button0)
|
|
return;
|
|
self.deadflag = DEAD_RESPAWNABLE;
|
|
return;
|
|
}
|
|
|
|
// wait for any button down
|
|
if (!self.button2 && !self.button1 && !self.button0)
|
|
return;
|
|
|
|
self.button0 = 0;
|
|
self.button1 = 0;
|
|
self.button2 = 0;
|
|
respawn();
|
|
};
|
|
|
|
|
|
void() PlayerJump =
|
|
{
|
|
local vector start, end;
|
|
|
|
if (self.flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
if (self.waterlevel >= 2)
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
self.velocity_z = 100;
|
|
else if (self.watertype == CONTENT_SLIME)
|
|
self.velocity_z = 80;
|
|
else
|
|
self.velocity_z = 50;
|
|
|
|
// play swiming sound
|
|
if (self.swim_flag < time)
|
|
{
|
|
self.swim_flag = time + 1;
|
|
if (random() < 0.5)
|
|
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
return;
|
|
|
|
if ( !(self.flags & FL_JUMPRELEASED) )
|
|
return; // don't pogo stick
|
|
|
|
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
|
|
|
|
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
|
|
|
|
self.button2 = 0;
|
|
// player jumping sound
|
|
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
|
|
self.velocity_z = self.velocity_z + 270;
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
WaterMove
|
|
|
|
============
|
|
*/
|
|
.float dmgtime;
|
|
|
|
void() WaterMove =
|
|
{
|
|
//dprint (ftos(self.waterlevel));
|
|
if (self.movetype == MOVETYPE_NOCLIP)
|
|
return;
|
|
if (self.health < 0)
|
|
return;
|
|
|
|
if (self.waterlevel != 3)
|
|
{
|
|
if (self.air_finished < time)
|
|
sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
|
|
else if (self.air_finished < time + 9)
|
|
sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
|
|
self.air_finished = time + 12;
|
|
self.dmg = 2;
|
|
}
|
|
else if (self.air_finished < time)
|
|
{ // drown!
|
|
if (self.pain_finished < time)
|
|
{
|
|
self.dmg = self.dmg + 2;
|
|
if (self.dmg > 15)
|
|
self.dmg = 10;
|
|
T_Damage (self, world, world, self.dmg);
|
|
self.pain_finished = time + 1;
|
|
}
|
|
}
|
|
|
|
if (!self.waterlevel)
|
|
{
|
|
if (self.flags & FL_INWATER)
|
|
{
|
|
// play leave water sound
|
|
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
|
|
self.flags = self.flags - FL_INWATER;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (self.watertype == CONTENT_LAVA)
|
|
{ // do damage
|
|
if (self.dmgtime < time)
|
|
{
|
|
if (self.radsuit_finished > time)
|
|
self.dmgtime = time + 1;
|
|
else
|
|
self.dmgtime = time + 0.2;
|
|
|
|
T_Damage (self, world, world, 10*self.waterlevel);
|
|
}
|
|
}
|
|
else if (self.watertype == CONTENT_SLIME)
|
|
{ // do damage
|
|
if (self.dmgtime < time && self.radsuit_finished < time)
|
|
{
|
|
self.dmgtime = time + 1;
|
|
T_Damage (self, world, world, 4*self.waterlevel);
|
|
}
|
|
}
|
|
|
|
if ( !(self.flags & FL_INWATER) )
|
|
{
|
|
|
|
// player enter water sound
|
|
|
|
if (self.watertype == CONTENT_LAVA)
|
|
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
|
|
if (self.watertype == CONTENT_WATER)
|
|
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
|
|
if (self.watertype == CONTENT_SLIME)
|
|
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
|
|
|
|
self.flags = self.flags + FL_INWATER;
|
|
self.dmgtime = 0;
|
|
}
|
|
|
|
if (! (self.flags & FL_WATERJUMP) )
|
|
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
|
|
};
|
|
|
|
void() CheckWaterJump =
|
|
{
|
|
local vector start, end;
|
|
|
|
// check for a jump-out-of-water
|
|
makevectors (self.angles);
|
|
start = self.origin;
|
|
start_z = start_z + 8;
|
|
v_forward_z = 0;
|
|
normalize(v_forward);
|
|
end = start + v_forward*24;
|
|
traceline (start, end, TRUE, self);
|
|
if (trace_fraction < 1)
|
|
{ // solid at waist
|
|
start_z = start_z + self.maxs_z - 8;
|
|
end = start + v_forward*24;
|
|
self.movedir = trace_plane_normal * -50;
|
|
traceline (start, end, TRUE, self);
|
|
if (trace_fraction == 1)
|
|
{ // open at eye level
|
|
self.flags = self.flags | FL_WATERJUMP;
|
|
self.velocity_z = 225;
|
|
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
|
|
self.teleport_time = time + 2; // safety net
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
PlayerPreThink
|
|
|
|
Called every frame before physics are run
|
|
================
|
|
*/
|
|
//MED 01/17/97
|
|
void(float num_bubbles) DeathBubbles;
|
|
void() PlayerPreThink =
|
|
{
|
|
local float mspeed, aspeed;
|
|
local float r;
|
|
|
|
if (intermission_running)
|
|
{
|
|
earthquake_prethink();
|
|
IntermissionThink (); // otherwise a button could be missed between
|
|
return; // the think tics
|
|
}
|
|
|
|
if (self.view_ofs == '0 0 0')
|
|
return; // intermission or finale
|
|
|
|
//JIM
|
|
// Kill player on Edge of Oblivion
|
|
if ( ( self.origin_z < -1300 ) && (world.model == "maps/hipdm1.bsp") &&
|
|
( self.health > 0 ) )
|
|
{
|
|
self.deathtype = "falling";
|
|
|
|
if (self.invincible_finished >= time)
|
|
{
|
|
self.invincible_finished = 0;
|
|
self.items = self.items - (self.items & IT_INVULNERABILITY);
|
|
self.invincible_time = 0;
|
|
self.invincible_finished = 0;
|
|
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
|
|
}
|
|
T_Damage( self, self, world, self.health + 1000 );
|
|
}
|
|
|
|
//JIM
|
|
// if (!deathmatch)
|
|
// {
|
|
earthquake_prethink();
|
|
// }
|
|
|
|
makevectors (self.v_angle); // is this still used
|
|
|
|
CheckRules ();
|
|
WaterMove ();
|
|
|
|
//JIM
|
|
//WETSUIT
|
|
if (self.wetsuit_finished > time)
|
|
{
|
|
if (self.waterlevel==2)
|
|
{
|
|
self.velocity = self.velocity * 1.25;
|
|
}
|
|
if (self.waterlevel==3)
|
|
{
|
|
self.velocity = self.velocity * 1.5;
|
|
}
|
|
if (self.waterlevel >= 2)
|
|
{
|
|
// play scuba sound
|
|
if (self.swim_flag < time)
|
|
{
|
|
self.swim_flag = time + 7;
|
|
sound (self, CHAN_BODY, "misc/wetsuit.wav", 1, ATTN_NORM);
|
|
}
|
|
//MED 01/17/97
|
|
else
|
|
{
|
|
if (fabs(self.swim_flag - time - 6)<0.04)
|
|
{
|
|
DeathBubbles(1);
|
|
}
|
|
else if (fabs(self.swim_flag - time - 5.5)<0.04)
|
|
{
|
|
DeathBubbles(1);
|
|
}
|
|
else if (fabs(self.swim_flag - time - 5)<0.04)
|
|
{
|
|
DeathBubbles(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (self.waterlevel == 2)
|
|
CheckWaterJump ();
|
|
|
|
if (self.deadflag >= DEAD_DEAD)
|
|
{
|
|
PlayerDeathThink ();
|
|
return;
|
|
}
|
|
|
|
if (self.deadflag == DEAD_DYING)
|
|
return; // dying, so do nothing
|
|
|
|
if (self.button2)
|
|
{
|
|
PlayerJump ();
|
|
}
|
|
else
|
|
self.flags = self.flags | FL_JUMPRELEASED;
|
|
|
|
// teleporters can force a non-moving pause time
|
|
if (time < self.pausetime)
|
|
self.velocity = '0 0 0';
|
|
|
|
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE && self.weapon != IT_MJOLNIR)
|
|
{
|
|
self.weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
CheckPowerups
|
|
|
|
Check for turning off powerups
|
|
================
|
|
*/
|
|
void() CheckPowerups =
|
|
{
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
// invisibility
|
|
if (self.invisible_finished)
|
|
{
|
|
// sound and screen flash when items starts to run out
|
|
if (self.invisible_sound < time)
|
|
{
|
|
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
|
|
self.invisible_sound = time + ((random() * 3) + 1);
|
|
}
|
|
|
|
|
|
if (self.invisible_finished < time + 3)
|
|
{
|
|
if (self.invisible_time == 1)
|
|
{
|
|
sprint(self, "$qc_ring_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
|
|
self.invisible_time = time + 1;
|
|
}
|
|
|
|
if (self.invisible_time < time)
|
|
{
|
|
self.invisible_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.invisible_finished < time)
|
|
{ // just stopped
|
|
self.items = self.items - IT_INVISIBILITY;
|
|
self.invisible_finished = 0;
|
|
self.invisible_time = 0;
|
|
}
|
|
|
|
// use the eyes
|
|
self.frame = 0;
|
|
self.modelindex = modelindex_eyes;
|
|
}
|
|
//MED 12/04/96 added mjolnir stuff
|
|
else if (self.weapon == IT_MJOLNIR)
|
|
self.modelindex = modelindex_hammer; // don't use eyes
|
|
else
|
|
self.modelindex = modelindex_player; // don't use eyes
|
|
|
|
// invincibility
|
|
if (self.invincible_finished)
|
|
{
|
|
// sound and screen flash when items starts to run out
|
|
if (self.invincible_finished < time + 3)
|
|
{
|
|
if (self.invincible_time == 1)
|
|
{
|
|
sprint(self, "$qc_protection_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
|
|
self.invincible_time = time + 1;
|
|
}
|
|
|
|
if (self.invincible_time < time)
|
|
{
|
|
self.invincible_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.invincible_finished < time)
|
|
{ // just stopped
|
|
self.items = self.items - IT_INVULNERABILITY;
|
|
self.invincible_time = 0;
|
|
self.invincible_finished = 0;
|
|
}
|
|
if (self.invincible_finished > time)
|
|
self.effects = self.effects | EF_PENTALIGHT;
|
|
else
|
|
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
|
|
}
|
|
|
|
// super damage
|
|
if (self.super_damage_finished)
|
|
{
|
|
|
|
// sound and screen flash when items starts to run out
|
|
|
|
if (self.super_damage_finished < time + 3)
|
|
{
|
|
if (self.super_time == 1)
|
|
{
|
|
sprint(self, "$qc_quad_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
|
|
self.super_time = time + 1;
|
|
}
|
|
|
|
if (self.super_time < time)
|
|
{
|
|
self.super_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.super_damage_finished < time)
|
|
{ // just stopped
|
|
self.items = self.items - IT_QUAD;
|
|
self.super_damage_finished = 0;
|
|
self.super_time = 0;
|
|
}
|
|
if (self.super_damage_finished > time)
|
|
self.effects = self.effects | EF_QUADLIGHT;
|
|
else
|
|
self.effects = self.effects - (self.effects & EF_QUADLIGHT);
|
|
}
|
|
|
|
// suit
|
|
if (self.radsuit_finished)
|
|
{
|
|
self.air_finished = time + 12; // don't drown
|
|
|
|
// sound and screen flash when items starts to run out
|
|
if (self.radsuit_finished < time + 3)
|
|
{
|
|
if (self.rad_time == 1)
|
|
{
|
|
sprint(self, "$qc_biosuit_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
|
|
self.rad_time = time + 1;
|
|
}
|
|
|
|
if (self.rad_time < time)
|
|
{
|
|
self.rad_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.radsuit_finished < time)
|
|
{ // just stopped
|
|
self.items = self.items - IT_SUIT;
|
|
self.rad_time = 0;
|
|
self.radsuit_finished = 0;
|
|
}
|
|
}
|
|
|
|
//JIM
|
|
// wetsuit
|
|
if (self.wetsuit_finished)
|
|
{
|
|
self.air_finished = time + 12; // don't drown
|
|
|
|
// sound and screen flash when items starts to run out
|
|
if (self.wetsuit_finished < time + 3)
|
|
{
|
|
if (self.wetsuit_time == 1)
|
|
{
|
|
sprint (self, "$qc_wetsuit_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
|
|
self.wetsuit_time = time + 1;
|
|
}
|
|
|
|
if (self.wetsuit_time < time)
|
|
{
|
|
self.wetsuit_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.wetsuit_finished < time)
|
|
{ // just stopped
|
|
//MED
|
|
self.items2 = self.items2 - HIP_IT_WETSUIT;
|
|
self.wetsuit_time = 0;
|
|
self.wetsuit_finished = 0;
|
|
}
|
|
}
|
|
|
|
//MED
|
|
// empathy shields
|
|
if (self.empathy_finished)
|
|
{
|
|
// sound and screen flash when items starts to run out
|
|
if (self.empathy_finished < time + 3)
|
|
{
|
|
if (self.empathy_time == 1)
|
|
{
|
|
sprint (self, "$qc_empathy_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
|
|
self.empathy_time = time + 1;
|
|
}
|
|
|
|
if (self.empathy_time < time)
|
|
{
|
|
self.empathy_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.empathy_finished < time)
|
|
{ // just stopped
|
|
//MED
|
|
self.items2 = self.items2 - HIP_IT_EMPATHY_SHIELDS;
|
|
self.empathy_time = 0;
|
|
self.empathy_finished = 0;
|
|
}
|
|
//MED
|
|
if (self.empathy_finished > time)
|
|
self.effects = self.effects | EF_DIMLIGHT;
|
|
else
|
|
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
PlayerPostThink
|
|
|
|
Called every frame after physics are run
|
|
================
|
|
*/
|
|
void() PlayerPostThink =
|
|
{
|
|
local float mspeed, aspeed;
|
|
local float r;
|
|
|
|
if (self.view_ofs == '0 0 0')
|
|
{
|
|
earthquake_postthink();
|
|
return; // intermission or finale
|
|
}
|
|
|
|
//JIM
|
|
//WETSUIT
|
|
if (self.wetsuit_finished > time)
|
|
{
|
|
if (self.waterlevel==2)
|
|
{
|
|
self.velocity = self.velocity * 0.8;
|
|
}
|
|
if (self.waterlevel==3)
|
|
{
|
|
self.velocity = self.velocity * 0.66;
|
|
}
|
|
}
|
|
|
|
//JIM
|
|
// if (!deathmatch)
|
|
// {
|
|
earthquake_postthink();
|
|
// }
|
|
|
|
if (self.deadflag)
|
|
return;
|
|
|
|
// do weapon stuff
|
|
|
|
W_WeaponFrame ();
|
|
|
|
// check to see if player landed and play landing sound
|
|
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
|
|
else if (self.jump_flag < -650)
|
|
{
|
|
T_Damage (self, world, world, 5);
|
|
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
|
|
self.deathtype = "falling";
|
|
}
|
|
else
|
|
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
|
|
|
|
self.jump_flag = 0;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
self.jump_flag = self.velocity_z;
|
|
|
|
CheckPowerups ();
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientConnect
|
|
|
|
called when a player connects to a server
|
|
============
|
|
*/
|
|
void() ClientConnect =
|
|
{
|
|
bprint("$qc_entered", self.netname);
|
|
|
|
// a client connecting during an intermission can cause problems
|
|
if (intermission_running)
|
|
ExitIntermission ();
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
called when a player disconnects from a server
|
|
============
|
|
*/
|
|
void() ClientDisconnect =
|
|
{
|
|
if (gameover)
|
|
return;
|
|
// if the level end trigger has been activated, just return
|
|
// since they aren't *really* leaving
|
|
|
|
// let everyone else know
|
|
bprint("$qc_left_game", self.netname, ftos(self.frags));
|
|
|
|
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
|
|
|
|
self->effects = 0;
|
|
set_suicide_frame ();
|
|
};
|
|
|
|
/*
|
|
===========
|
|
ClientObituary
|
|
|
|
called when a player dies
|
|
============
|
|
*/
|
|
void(entity targ, entity attacker) ClientObituary =
|
|
{
|
|
local float rnum;
|
|
local string deathstring, deathstring2;
|
|
rnum = random();
|
|
|
|
if (targ.classname == "player")
|
|
{
|
|
if (attacker.classname == "teledeath")
|
|
{
|
|
bprint("$qc_telefragged", targ.netname, attacker.owner.netname);
|
|
|
|
attacker.owner.frags = attacker.owner.frags + 1;
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "teledeath2")
|
|
{
|
|
bprint("$qc_satans_power", targ.netname);
|
|
|
|
targ.frags = targ.frags - 1;
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "player")
|
|
{
|
|
if (targ == attacker)
|
|
{
|
|
// killed self
|
|
attacker.frags = attacker.frags - 1;
|
|
|
|
if (targ.weapon == 64 && targ.waterlevel > 1)
|
|
{
|
|
if (targ.watertype == CONTENT_SLIME)
|
|
bprint("$qc_discharge_slime", targ.netname);
|
|
|
|
else if (targ.watertype == CONTENT_LAVA)
|
|
bprint("$qc_discharge_lava", targ.netname);
|
|
|
|
else
|
|
bprint("$qc_discharge_water", targ.netname);
|
|
|
|
return;
|
|
}
|
|
if (targ.weapon == 16)
|
|
bprint("$qc_suicide_pin", targ.netname);
|
|
else if (rnum)
|
|
bprint("$qc_suicide_bored", targ.netname);
|
|
else
|
|
bprint("$qc_suicide_loaded", targ.netname);
|
|
return;
|
|
}
|
|
else if ( (teamplay == 2) && (targ.team == attacker.team) &&
|
|
(attacker.team != 0) )
|
|
{
|
|
if (rnum < 0.25)
|
|
bprint("$qc_ff_teammate", attacker.netname);
|
|
else if (rnum < 0.50)
|
|
bprint("$qc_ff_glasses", attacker.netname);
|
|
else if (rnum < 0.75)
|
|
bprint("$qc_ff_otherteam", attacker.netname);
|
|
else
|
|
bprint("$qc_ff_friend", attacker.netname);
|
|
|
|
attacker.frags = attacker.frags - 1;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
attacker.frags = attacker.frags + 1;
|
|
//MED 01/19/97
|
|
if (empathyused == 1)
|
|
{
|
|
if (random()<0.5)
|
|
bprint("$qc_death_empathy1", targ.netname, attacker.netname);
|
|
else
|
|
bprint("$qc_death_empathy2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
//MED 11/18/96
|
|
if (targ.dmg_inflictor.classname == "proximity_grenade")
|
|
{
|
|
if (random()<0.5)
|
|
bprint("$qc_death_bomb1", targ.netname, attacker.netname);
|
|
else
|
|
bprint("$qc_death_bomb2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
rnum = attacker.weapon;
|
|
if (rnum == IT_AXE)
|
|
{
|
|
bprint("$qc_death_ax", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SHOTGUN)
|
|
{
|
|
bprint("$qc_death_sg", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SUPER_SHOTGUN)
|
|
{
|
|
bprint("$qc_death_dbl", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_NAILGUN)
|
|
{
|
|
bprint("$qc_death_nail", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SUPER_NAILGUN)
|
|
{
|
|
bprint("$qc_death_sng", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_GRENADE_LAUNCHER)
|
|
{
|
|
if (targ.health < -40)
|
|
{
|
|
bprint("$qc_death_gl1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_gl2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (rnum == IT_ROCKET_LAUNCHER)
|
|
{
|
|
if (attacker.super_damage_finished > 0 && targ.health < -40)
|
|
{
|
|
rnum = random();
|
|
|
|
if (rnum < 0.3)
|
|
{
|
|
bprint("$qc_death_rl_quad1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else if (rnum < 0.6)
|
|
{
|
|
bprint("$qc_death_rl_quad2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_rl1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (targ.health < -40)
|
|
{
|
|
bprint("$qc_death_rl2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_rl3", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rnum == IT_LIGHTNING)
|
|
{
|
|
if (attacker.waterlevel > 1)
|
|
{
|
|
bprint("$qc_death_lg1", targ.netname, attacker.netname);
|
|
if (attacker.invincible_finished)
|
|
{
|
|
msg_entity = attacker;
|
|
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
|
|
WriteString(MSG_ONE, "ACH_SURVIVE_DISCHARGE");
|
|
}
|
|
}
|
|
else
|
|
bprint("$qc_death_lg2", targ.netname, attacker.netname);
|
|
|
|
return;
|
|
}
|
|
//MED
|
|
if (rnum == IT_LASER_CANNON)
|
|
{
|
|
if (random()<0.5)
|
|
{
|
|
bprint("$qc_death_laser1", targ.netname, attacker.netname);
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_laser2", targ.netname, attacker.netname);
|
|
}
|
|
}
|
|
//MED
|
|
if (rnum == IT_MJOLNIR)
|
|
{
|
|
bprint("$qc_death_hammer", targ.netname, attacker.netname);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
targ.frags = targ.frags - 1; // killed self
|
|
rnum = targ.watertype;
|
|
|
|
|
|
//JIM
|
|
if ( attacker.deathtype )
|
|
{
|
|
bprint(attacker.deathtype, targ.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == -3)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint ("$qc_death_drown1", targ.netname);
|
|
else
|
|
bprint ("$qc_death_drown2", targ.netname);
|
|
return;
|
|
}
|
|
else if (rnum == -4)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint ("$qc_death_slime1", targ.netname);
|
|
else
|
|
bprint ("$qc_death_slime2", targ.netname);
|
|
return;
|
|
}
|
|
else if (rnum == -5)
|
|
{
|
|
if (targ.health < -15)
|
|
{
|
|
bprint ("$qc_death_lava1", targ.netname);
|
|
return;
|
|
}
|
|
if (random() < 0.5)
|
|
bprint ("$qc_death_lava2", targ.netname);
|
|
else
|
|
bprint ("$qc_death_lava3", targ.netname);
|
|
return;
|
|
}
|
|
|
|
if (attacker.flags & FL_MONSTER)
|
|
{
|
|
if (attacker.classname == "monster_army")
|
|
bprint ("$qc_ks_grunt", targ.netname);
|
|
if (attacker.classname == "monster_demon1")
|
|
bprint ("$qc_ks_fiend", targ.netname);
|
|
if (attacker.classname == "monster_dog")
|
|
bprint ("$qc_ks_rottweiler", targ.netname);
|
|
if (attacker.classname == "monster_dragon")
|
|
bprint ("$qc_ks_dragon", targ.netname);
|
|
if (attacker.classname == "monster_enforcer")
|
|
bprint ("$qc_ks_enforcer", targ.netname);
|
|
if (attacker.classname == "monster_fish")
|
|
bprint ("$qc_ks_rotfish", targ.netname);
|
|
if (attacker.classname == "monster_hell_knight")
|
|
bprint ("$qc_ks_deathknight", targ.netname);
|
|
if (attacker.classname == "monster_knight")
|
|
bprint ("$qc_ks_knight", targ.netname);
|
|
if (attacker.classname == "monster_ogre")
|
|
bprint ("$qc_ks_ogre", targ.netname);
|
|
if (attacker.classname == "monster_oldone")
|
|
bprint ("$qc_ks_shub", targ.netname);
|
|
if (attacker.classname == "monster_shalrath")
|
|
bprint ("$qc_ks_vore", targ.netname);
|
|
if (attacker.classname == "monster_shambler")
|
|
bprint ("$qc_ks_shambler", targ.netname);
|
|
if (attacker.classname == "monster_tarbaby")
|
|
bprint ("$qc_ks_spawn", targ.netname);
|
|
if (attacker.classname == "monster_vomit")
|
|
bprint ("$qc_ks_vomitus", targ.netname);
|
|
if (attacker.classname == "monster_wizard")
|
|
bprint ("$qc_ks_scrag", targ.netname);
|
|
if (attacker.classname == "monster_zombie")
|
|
bprint ("$qc_ks_zombie", targ.netname);
|
|
//MED
|
|
if (attacker.classname == "monster_gremlin")
|
|
bprint ("$qc_ks_gremlin", targ.netname);
|
|
//MED
|
|
if (attacker.classname == "monster_scourge")
|
|
bprint ("$qc_ks_centroid", targ.netname);
|
|
//MED
|
|
if (attacker.classname == "monster_armagon")
|
|
bprint ("$qc_ks_armagon", targ.netname);
|
|
|
|
return;
|
|
}
|
|
if (attacker.classname == "explo_box")
|
|
{
|
|
bprint ("$qc_ks_blew_up", targ.netname);
|
|
return;
|
|
}
|
|
if (attacker.solid == SOLID_BSP && attacker != world)
|
|
{
|
|
bprint ("$qc_death_squish", targ.netname);
|
|
return;
|
|
}
|
|
if (targ.deathtype == "falling")
|
|
{
|
|
targ.deathtype = "";
|
|
bprint ("$qc_death_fall", targ.netname);
|
|
return;
|
|
}
|
|
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
|
|
{
|
|
bprint ("$qc_ks_spiked", targ.netname);
|
|
return;
|
|
}
|
|
if (attacker.classname == "fireball")
|
|
{
|
|
bprint ("$qc_ks_lavaball", targ.netname);
|
|
return;
|
|
}
|
|
if (attacker.classname == "trigger_changelevel")
|
|
{
|
|
bprint ("$qc_ks_tried_leave", targ.netname);
|
|
return;
|
|
}
|
|
|
|
bprint ("$qc_death_died", targ.netname);
|
|
}
|
|
}
|
|
};
|